Ritualist

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The Ritualist is in part the Giai'Shar answer to Psionics. In much the same way psionics are limited to Gifts, the Ritualist is limited to Rites. Rites first came into creation when the original daemons of the Spirit Wardens accepted specific invocations and rituals to be performed for specific effects - you performed a ceremony of a specific type, and the daemon would respond in a specific fashion. Over the decades, these ceremonies were refined, evolving with the need of the people, into the rites as they are known today. Divinities can not become Ritualists, nor can any with divine blood.

  • Casting Time: A Rite may take any amount of time, depending on the type of Rite it is. If the Rite is Extended, the Ritualist must make a roll each period of time listed, adding the Potency of the new roll to the previous roll to create the total Potency. Once this Potency surpasses the required amount, the Rite is complete. If no Successes are rolled during an iteration, all previous Potency is lost and the Rite must start over or be abandoned.
  • Die Pool: All Rites are a Social + Perform (Ritual) Results Roll. Some Rites are contested, meaning the target's Resistance is added to the Difficulty. As an active defence, the subject may spend 1 Essence to increase the Difficulty by their Occultism, but must be aware of the ritual being performed first. For Extended Rituals, this Essence Cost must be paid for each roll of the Rite to apply Active Defence.
  • Cost: All Rites require a base (Spiritual Requirement) Essence to perform. For Extended Rites, one additional Essence must be paid each time the Ritualist rolls to continue the ritual. Costs which make demands of the spirit realm may also have a Health Cost equal to half the Spiritual Requirement. If the Ritualist does not wish to risk Health, they can accept a +2 Difficulty for each point the Health Cost is reduced.
  • DP Cost: 60 DP, 40 DP for Giai'Shar. Each Rite costs 5 DP, and the Ritualist must meet the Spiritual requirements.
  • Range: Unless otherwise stated, the subject of the Ritual must be within close range (Might x 10 Metres).

Banish Mortal

  • Requirement: Spiritual 2
  • Action: Full Round Action (Resisted)
  • Description: This relatively quick ritual allows the Ritualist to force a mortal (animal or person) out of the spirit world and back into the physical one. It can be used to throw a trespasser back into the physical world, or to rescue someone who has become stranded there. The mortal appears in the physical parallel to the spiritual region they were in. If the Potency surpasses the target's defence, they are banished. For each point of Potency above the targe's Resistance, they are ritually bound from entering the spirit world for one day.
  • Modifier: +1 Difficulty for each additional target to be banished. +2 Difficulty for each 1 meter radius to be banished.

Funeral Rite

  • Requirement: Spiritual 2
  • Action: Extended (1 Hour per Roll)
  • Description: This ritual is performed over the body of a fallen. The Ritualist is informed by the spirits of the great or terrible deeds of the deceased, allowing the Ritualist to weave a story for those who have gathered. The soul of the deceased is then purified and sent on into their next life. The Ritualist does a series of rolls, and needs a total of (Deceased's Might x 2) Potency for the Rite to be completed. Over the course of the ceremony, the Ritualist will learn the name of the deceased, and their greatest and most terrible deeds, allowing the name of the deceased to live on, even if the Ritualist had not known them before.
  • Modifier: +3 die bonus if Ritualist knows the deceased.

Know the Friend

  • Requirement: Spiritual 2
  • Action: Full Round Action
  • Description: Words can not often adequately describe an individual, but with this rite, the Ritualist can share not only a description, but the impression of someone to others. By performing this rite, the Ritualist grants the subjects the knowledge of who someone is, as the Ritualist knows them. Specific actions performed by the person is not shared, but their appearance, any names the Ritualist knows them by, their scent, mannerisms the Ritualist has noticed, and how the Ritualist generally feels about the person is shared with the subjects. The Ritualist can share these impressions with (Potency) subjects at once. Once complete, the recipients will recognise the subject as if they had personally met them before.

Lay of the Land

  • Requirement: Spiritual 2
  • Action: Standard
  • Description: When entering a new region, it is often best for the Ritualist to know what they are getting into. This rite grants the Ritualist some awareness of the important or powerful members of the vicinity. The rite provides the knowledge of how many people and awakened spirits are active in an area of (Potency) kilometers in radius, as well as the name of any communities, their type, and the leader of each community. (In this case, a 'community' is any group of five or more individuals who work together as a recognized unit, be it a gang, a tribe, a village, a city, an Order). This does not give the Ritualist any further information about the individuals, just their names and the name of the group itself. ("Hawthorne is the leader of the Order called the Spirit Wardens in this area.")

Rite of Storage

  • Requirement: Spiritual 2
  • Action: Extended (Full Round Action per Roll)
  • Additional Cost: 1 Health per Object already Stored.
  • Description: This ritual allows the Ritualist to bind an item to them and then place it into the spirit world. The item is stored, 'manifesting' in the spirit world and leaving the physical world, enclosed in a small pocket of ether for protection. To bind an item for storage requires a Potency on the ritual roll equal to the Bulk of the item to be stored. The Ritualist is limited to (Might) items being stored for them at a time, once a new item has been stored over the limit, the oldest stored item is ejected from the spirit world, de-attuned. A Ritualist can also perform this Rite on another person, dedicating items for them to store and draw upon, though all limitations apply to them as well. It takes an Instant Action to call upon an item, which will appear as appropriate on the person - a sword may appear in-hand, while clothing will manifest on the body. Dismissing an item is a Free Action. Any item bound must be something which can be carried by the Ritualist.
  • Modifier: +3 Difficulty to perform this Rite on someone else.

Rite of the Forsaken

  • Requirement: Spiritual 2
  • Action: Extended (10 Minutes per Roll) (Can be Resisted)
  • Additional Cost: 1 Health
  • Description: Sometimes, someone feels they no longer belong to their community. This rite is performed on someone who wishes to sever all connections to their Order, their tribe, their faith, or even their Nation. It is far better to sever all ties cleanly than it is to fight under the strain of expectation. The person who wishes this rite performed petitions the Ritualist, who must gather (Subject's Might x 10) Potency to complete the ritual. Upon completion, the subject is considered no longer a part of the community they wish to absolve themselves from. If this is an Order, the Order and all Abilities are removed. If it is a Nation, the nationality and all bonuses from that Nation are removed. This ritual brings with it no shame. Once it is done, all ties to the community are lost, and the individual is treated as anyone else who is not - and has never been - a member of the community. This rite is enforced by the spirit world, all mystical and spiritual connections to the community are cleansed. This may also be used as a punishment, in which case the subject must be prevented from leaving, and can resist.
  • Modifier: +3 die bonus if the petitioner is of the same group they are being divested from as the Ritualist.

Rite of the Spirit Friend

  • Requirement: Spiritual 2
  • Action: Extended (1 Minute per Roll)
  • Additional Cost: 1 Health per Roll
  • Description: Usually performed as a rite of passage, the Ritualist tells the spirits of the ordeals that the subject has faced, and the challenges that have been overcome. The ritual requires (Subject's Might x 10) Successes to be performed, and upon completion the subject is granted a spirit companion (attributes as a daemon). Only one spirit can ever be bonded to a person using this rite, and it can not be performed on a Spirit Warden or someone who has taken the Path of Atter.

Spirit Sending

  • Requirement: Spiritual 2
  • Action: Standard Action
  • Description: The Ritualist speaks a few words to the air, and a local spirit snatches the words and carries them to the intended target. None hear the message as it is spoken, the very words themselves are pulled into the spirit world to be carried away. The Ritualist can give up to (Potency) words, which the spirit takes and delivers to the target visualized when the rite was initiated. The spirit travels through the spirit world at (Ritualist's Might x 10) kph, and the target hears the words once the spirit arrives.
  • Modifiers: +3 die bonus for every 1 Health spent.

Test of the Ancestors

  • Requirement: Spiritual 2
  • Action: Standard (Can be Resisted)
  • Description: The Ritualist takes a sample of blood from the subject (willing or not, though this does not normally cause Health loss), and performs this rite. If successful, the Ritualist can determine the lineage of the subject, knowing the names and identities of the parents, grandparents, and so forth, for up to (Potency) generations.
  • Modifiers: +3 die bonus if subject is from Giai'Shar.

Banish Spirit

  • Requirement: Spiritual 4
  • Action: Extended (1 Round per Roll) (Resisted)
  • Additional Cost: 2 Health per Roll
  • Description: The presence of some spirits once they have awakened may be disturbing, and there are spirits who have a damaging effect upon the people. This rite allows the Ritualist to spend a spirit away, barring them from manifesting and curtailing their influence upon the mortal world. The Ritualist needs to generate (Spirit's Might x 2) Potency to banish the spirit. To banish a spirit, the spirit must first be bound or otherwise prevented from departing. If successful, the spirit is returned to the spirit world, unable to manifest or use any abilities upon the mortal world for (Ritualist's Might x 10) days, and can not be summoned during this time. However, as an apology for banishing the spirit, the Ritualist sacrifices (Might) DP, granting it to the spirit as compensation. If the Ritualist does not have enough DP, the Rite fails. Spirits will become upset with the Ritualist if this rite is performed without just cause. A Spirit Warden can not banish their daemon.

Call the Empty Sky

  • Requirement: Spiritual 4
  • Action: Full Round Action
  • Additional Cost: 2 Health
  • Description: The Ritualist calls to the clouds and mist and fog, and they part to leave a clear sky and region for the Ritualist. This Rite will even clear a window to the sky in the middle of a hurricane if needed. The Ritualist empties the sky for (Potency) kilometers in radius for the Scene.
  • Modifiers: +3 Difficulty if not performed in Giai'Shar territory.

Call Lesser Spirit

  • Requirement: Spiritual 4
  • Action: Extended (1 Minute per Roll) (May Be Resisted)
  • Additional Cost: 2 Health per Roll
  • Description: The Ritualist creates a circle, sitting within it as they call an entity from the spirit world to them. The Ritualist chooses what type of spirit to summon, and once the rite is complete, it will manifest to speak with the Ritualist. If the spirit is unwilling, it may choose to resist. The spirit is a Growth 2 Spirit (use daemon template). The spirit remains present for a maximum of (Potency) Hours, and during this time, the Ritualist may request assistance. The spirit is not bound or beholden in any way, but will at least listen to the Ritualist and may be willing to offer assistance or advice.
  • Modifiers: +2 Difficulty per +1 Growth (maximum of Growth 4). +2 die bonus if calling a spirit that has been called before.

Rite of Atonement

  • Requirement: Spiritual 4
  • Action: Extended (1 Minute per Roll)
  • Additional Cost: Petitioner suffers 2 Health per Roll
  • Description: This rite is performed when someone has angered or affronted one of the spirits. The subject must go through a test of endurance while the Ritualist performs the rite. The Ritualist needs (Spirit's Might x 2) Potency to appease the spirit, and the subject loses 2 Health for each roll as they are tested to their limits. Some recipients are hung from trees, while others let fire ants crawl and sting over their bodies. At the end of the rite, the recipient, living or dead, is absolved of all wrongdoing by the spirit, and the matter is forgotten. Some people request this rite as atonement for wrongs done to others, in which case the Ritualist only needs (Wronged's Might) Potency. Upon completion of the rite, the wronged party tends to forgive and forget the act which made this rite necessary. Doing otherwise has been known to anger the spirits.
  • Modifiers: +3 die bonus if the petitioner is allied to the spirit.

Rite of Cleansing

  • Requirement: Spiritual 4
  • Action: Standard
  • Description: There are spells and powers which allows one to witness events far away, and this Rite was created to prevent such from being done to the Ritualist, or another subject. This Rite must be performed using running water of some type, such as being poured from a bowl, or standing in a stream. If successful, the rite removes all traces of the subject from the spirit world. Sympathetic links, Spells, Gifts, and other bonds which can be used to mark, track, or trace the subject disappear. Connections to spirit allies, familiars, or other such entities (including daemons) are lost for the duration. If such a connection was required to be able to use Sorcery, the subject loses the ability to cast Spells. The rite remains in effect for (Potency) days. This rite can not be used on an unwilling subject.

Rite of Spirit Touch

  • Requirement: Spiritual 4
  • Action: Instant Action
  • Additional Cost: 2 Health
  • Description: Beyond spirits, there are some creatures that can fade into the spirit world, making them immune to touch. By performing this quick rite, the Ritualist can mark themselves or another, allowing the subject to be able to touch the spirit world. For the duration (Potency x 10) Minutes, the recipient is capable of touching spirits and other intangible beings with their physical body. This rite has no affect on weapons or equipment.
  • Modifiers: +3 bonus dice of Ritualist is also a Spirit Warden

Rite of the Warrior

  • Requirement: Spiritual 4
  • Action: Extended (10 Minutes per Roll)
  • Additional Cost: 2 Health (Not per Roll)
  • Description: The people of the Giai'Shar are often unfamiliar with combat, but in desperate times they need to be able to defend themselves. Whether it be a conflict or hunting a dangerous beast, the Ritualist can give some minor protection and ability to those subject to this rite. The Ritualist paints markings upon the subjects, petitioning the spirits of conflict and skill to grant a portion of their knowledge to the subjects. The Ritualist needs (Highest Might of Subjects x 10) Potency to complete the rite. The subjects gain the following: +1 Unarmed, Pole, and Dodge. +2 Defence and Soak. +3 Initiative. This benefit lasts until sunset of the following day.
  • Modifiers: +1 Difficulty per additional person subject to the Rite.

Touchstone

  • Requirement: Spiritual 4
  • Action: Extended (1 Minute per Roll)
  • Description: Using magic or calling upon the spirits is an exhausting task, and many Ritualists use this rite to help prepare themselves. The Ritualist must find a stone which has had a hole naturally worn through it by water, then fasten the stone with a thong to wear around the neck. This rite allows the Ritualist to invest up to (Might) Essence into the stone, needing (Essence x 10) Potency to complete the ritual. The Ritualist's Essence recovers normally, and the stone can then be used to draw Essence when needed. The Ritualist must choose who can benefit from the stone - it will not work for anyone else, and a person may only have one stone bonded to them at a time. The bond ends when the last point of Essence has been drawn from it. Drawing Essence from a stone is an easy action, done just as if spending your own Essence.

Call Spirit

  • Requirement: Spiritual 6
  • Action: Extended (1 Minute per Roll) (May Be Resisted)
  • Additional Cost: 3 Health per Roll
  • Description: As Call Lesser Spirit, but allows the spirit called to begin at Growth 5. Such spirits are more recalcitrant, and unlikely to act except for in the most expedient and direct of fashions unless given good reason to do more. Summoning a spirit of this power should not be done lightly.
  • Modifiers: +3 Difficulty per +1 Growth (maximum of Growth 7). +1 die bonus if calling a spirit that has been called before.

Mark of Trespass

  • Requirement: Spiritual 6
  • Action: Extended (1 Round per Roll) (May be Resisted)
  • Additional Cost: 3 Health (Not per Roll)
  • Description: This rite is used on someone who is being banished from the community, or who is unwelcome within the community they are in. The Ritualist needs (Subject's Might x 2) Potency to finish the rite, and once done the subject is marked by the spirits. Anyone of the community who encounters the subject knows they have been marked and should be shunned. This reaction is instinctual, and causes the subject to automatically fail any Social Skill roll against the community member. Actions seem rude, awkward, and insulting to the witness, regardless of intentions. The rite remains active for one month, but may be renewed by the Ritualist at any time the rite remains in effect, even if the subject is not present. This rite is normally used as punishment for crimes committed by the subject, or for those who have wronged the community. It is not done lightly.
  • Modifiers: +1 Difficulty per community level over 'gang' (Order, Village, Town, City, Tribe, Territory, Nation).

Open Moon Gate

  • Requirement: Spiritual 6
  • Action: Full Round Action
  • Additional Cost: 3 Health
  • Description: By making contact with a a Touchstone dedicated to a moon path, the Ritualist can open the path and use it. The moon path exists in the spirit world, and glistens like moonlight for the Ritualist and anyone who travels with them. When closed, a moon path removes 8 Successes from any attempt to find it, and removes 6 Successes when it is active. Only the Ritualist and those who travel with them can see it clearly. The moon gate is open for (Ritualist's Might) Rounds. The time it takes to use the moon path is divided by the Potency of the Rite.
  • Modifiers: +3 die bonus if the Ritualist crafted the Moon Path. +3 Difficulty if used during the day.

Rite of Healing

  • Requirement: Spiritual 6
  • Action: Extended (10 Minutes per Roll)
  • Additional Cost: 3 Health per Roll
  • Description: The Ritualist calls upon the spirits to help ease the suffering of another. This powerful rite grants the means to heal even the most severe of wounds, though it is not by any means quick enough to save those at death's door. Each roll, the Ritualist must surpass (Subject's Might) in Potency. Any remaining Potency heals an equal number of Wounds on the subject. The Ritualist can end the rite at any time, or may continue to heal the target more.

Rite of Spring

  • Requirement: Spiritual 6
  • Action: Extended (10 Minutes per Roll)
  • Additional Cost: 3 Health (Not per Roll)
  • Description: A community Rite, the Ritualist gathers the people of a community together to share clean water with one another. This rite is performed on the Spring Equinox, requiring (Number of People Involved) Potency to complete. If successfully completed, those involved gain (Ritualist's Might) extra dice pool which can be divided among any Social Rolls made over the next month as a blessing. This Rite is a rite of rebirth and renewal, and is also a ritual of fertility.
  • Modifiers: +3 Difficulty if not performed in Giai'Shar territory.

Spirit Binding

  • Requirement: Spiritual 6
  • Action: Extended (1 Minute per Roll)
  • Additional Cost: 3 Health per Roll
  • Description: The Ritualist creates a circle which will bind a spirit once they enter it, or creates a circle which specifically bars entry for a single spirit. Once created, the Ritualist must create one clause or loophole which will allow the spirit passage through, and speak it aloud. The Ritualist needs (Spirit's Might x 2) Potency to complete the circle. Once completed, either the spirit is prevented from crossing the circle once the proper condition is met. Breaking the circle ends the rite, as does the spirit fulfilling the condition which would allow it to pass through. This condition must be possible for the spirit to do - if it is not possible, the circle will fail once the spirit tests it.
  • Modifiers: +3 die bonus if the clause is reasonable. +3 Difficulty if the clause is unreasonable. +3 die bonus if the Ritualist has a higher Growth than the spirit. +3 Difficulty if the spirit has a higher Growth than the Ritualist.

Waking Spirits

  • Requirement: Spiritual 6
  • Action: Extended (1 Minute per Roll)
  • Additional Cost: 3 Health (not per Roll)
  • Description: While everything possesses a spirit, not every spirit is awake. The Ritualist is capable of bringing a quiescent spirit into wakefulness, adding one more entity to the world. This rite requires Potency 40, and produces a Growth 1 spirit (use the Daemon template) from the target of the rite. The spirit is not immediately helpful or grateful for being awakened, but will listen to the Ritualist and may provide information about the object that is awakened from - a sword may be able to speak of past owners, while a wolf may talk of the areas it has explored. Once the rite is completed, the spirit remains awake.
  • Modifiers: +3 die bonus if the Ritualist owns the object or animal being awakened.

Awaken the Land

  • Requirement: Spiritual 8
  • Action: Standard
  • Additional Cost: 4 Health
  • Description: The Ritualist calls upon the land itself to awaken temporarily and act against a common enemy. The land animates, acting as a (Potency) Growth daemon with Powers and Effects appropriate to the region. All actions taken manifest as the land itself animating and moving on the Ritualist's behalf against an enemy chosen when the rite was initiated. The land remains active for the Scene, and a region of (Ritualist's Might x 10 meters) in radius is animated at one time.
  • Modifiers: +3 Difficulty if performed outside of the Giai'Shar territories.

Craft Moon Path

  • Requirement: Spiritual 8
  • Action: Extended (5 Minutes per Roll)
  • Additional Cost: 4 Health (Not per Roll)
  • Description: This Rite allows the Ritualist to craft a path within the spirit world between two locations. Once crafted, the path disappears, hidden within the depths of the spirit world until used with the Open Moon Gate Rite. To craft a Moon Path, the Ritualist must create two Touchstones, and then hands one to someone else. That person brings the Touchstone to the destination of the path. Once prepared, the Ritualist performs this Rite to craft the moon path. Once the Rite is completed, the Touchstones become anchored, used to open the path when needed. Most such Touchstones are often made of larger stones, so that they can not be easily moved once anchored, or built into a lodge or other building so it will not be dislodged. If moved from the community it was crafted for, the Touchstone disconnects from the path, destroying it. These path stones gain (Potency) Hardness and Bulk, making them hard to shift or damage once anchored. Moon Paths are permanent effects unless either of the Touchstone are moved. The Ritualist needs a Potency equal to the kilometers of distance between the two Touchstones to craft the path.
  • Modifiers: +3 Difficulty if either location is outside of Giai'Shar lands.

Rite of the Back Roads

  • Requirement: Spiritual 8
  • Action: Extended (10 Minutes per Roll)
  • Additional Cost: 4 Health (Not per Roll)
  • Description: The Ritualist performs this rite by describing to the spirits the location that is desired. The Ritualist may wish to go to a specific place, to a specific person, or to a specific object. The Ritualist must have a clear idea of their destination for this rite to work. The Ritualist is then shown a hidden path, which they can travel down to get to the location they need to be to reach what they desire. The Ritualist's Speed is multiplied by the Potency of the roll, allowing them to travel rapidly, but until they reach their destination, they must continue the rite, not veering from the path and only stopping if they need to rest. The rite can not be ended early, it remains in effect, and the Ritualist must continue to roll for the rite until they have ended the journey. If the Ritualist does not have the Essence to pay for the rite, they may meditate or rest to recover, but remain in the hidden path until the rite is complete.
  • Modifiers: +3 Difficulty if performed outside of Giai'Shar.

Rite of Autumn

  • Requirement: Spiritual 8
  • Action: Extended (10 Minutes per Roll)
  • Additional Cost: 4 Health (Not per Roll)
  • Description: A community Rite, the Ritualist gathers the people of a community together, each carrying a paper lantern or a torch, where each member shares a personal story involving someone who has passed on. This rite is performed on the Autumn Equinox, requiring (Number of People Involved) Potency to complete. If successfully completed, those involved gain (Ritualist's Might) extra dice pool which can be divided among any Spiritual Rolls made over the next month as a blessing. This Rite is a rite of introspection and reverence.
  • Modifiers: +3 Difficulty if not performed in Giai'Shar territory.

Rite of Renewal

  • Requirement: Spiritual 8
  • Action: Extended (10 Minutes per Roll)
  • Additional Cost: 4 Health (not per Roll)
  • Description: The Ritualist draws some of their own life force, helping to renew and strengthen the spirits of the region and repair some of the damage which may have been done. The rite infuses a region of (Potency x 10) kilometers in radius, granting every spirit, animal, and person in the region 1 Essence and 1 Health. Within the region, life flourishes and takes root, as damage to the landscape and to those present ease.
  • Modifiers: +3 Difficulty if performed outside of the Giai'Shar territories.

Rite of Summer

  • Requirement: Spiritual 8
  • Action: Extended (10 Minutes per Roll)
  • Additional Cost: 4 Health (Not per Roll)
  • Description: A community Rite, the Ritualist gathers the people of a community together to dance and perform feats of athletic prowess around a bonfire for one another. This rite is performed on the Summer Solstice, requiring (Number of People Involved) Potency to complete. If successfully completed, those involved gain (Ritualist's Might) extra dice pool which can be divided among any Physical Rolls made over the next month as a blessing. This Rite is a rite of strength and stamina, and is also a ritual of battle for the Kiyrie.
  • Modifiers: +3 Difficulty if not performed in Giai'Shar territory.

Rite of Winter

  • Requirement: Spiritual 8
  • Action: Extended (10 Minutes per Roll)
  • Additional Cost: 4 Health (Not per Roll)
  • Description: A community Rite, the Ritualist gathers the people of a community together to share clean water with one another. This rite is performed on the Winter Solstice, requiring (Number of People Involved) Potency to complete. If successfully completed, those involved gain (Ritualist's Might) extra dice pool which can be divided among any Mental Rolls made over the next month as a blessing. This Rite is a rite of introspection and perseverance.
  • Modifiers: +3 Difficulty if not performed in Giai'Shar territory.

Mark the Enemy

  • Requirement: Spiritual 10
  • Action: Standard (Resisted)
  • Additional Cost: 5 Health
  • Description: It is very rare that this rite is performed, as it is contrary to everything the Giai'Shar believe in. It is suspected it was created by the Kiyrie, to help protect the people, and that only a few beyond them have the knowledge of this rite. The Ritualist can select (Potency) allies for the rite to assist them. If successful, the world becomes empty and colourless to the Ritualist and those chosen while the subject stands out in brilliant colour, while to the subject, the world seems to close in. Until the following sunrise, powerful spirits of death cloak the subject from the world. Nobody can see or hear the subject, and any attempt to interact with the world fails. Reaching to touch someone, the subject will miss them and slip past. Breaking open a door is met with futility. During this time, the Ritualist and their chosen allies can hunt the subject down. If the subject survives until dawn, it is tradition to allow them to escape and survive. The chosen hunters gain a +2 die bonus on all tests to search for or find the subject, including Awareness, Investigation, and Search rolls.
  • Modifiers: +3 Difficulty if performed outside of the Giai'Shar territories.

Rite of Disruption

  • Requirement: Spiritual 10
  • Action: Standard
  • Additional Cost: 5 Health
  • Description: The Ritualist alters the flow of essence within the region, causing the quiescent spirits to shift and dislodge slightly from their homes. Within a (Potency x 10) meter radius, all Essence Costs are increased by 1 for the Scene. The Ritualist and up to (Might) individuals chosen as the rite is being performed are exempt from this additional cost.
  • Modifiers: +3 Difficulty if performed outside of the Giai'Shar territories.


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